mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-12-03 00:42:30 +00:00
0081965385
Mostly whitespace changes. No bug fixes. Q3Rally doesn't change any botlib code so revert copyright in botlib headers that use to be in the Q3 SDK game source directory. MD3_MAX_* defines (besides MD3_MAX_LOD) are not used so revert to ioq3 values.
491 lines
12 KiB
C
491 lines
12 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef __QFILES_H__
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#define __QFILES_H__
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//
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// qfiles.h: quake file formats
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// This file must be identical in the quake and utils directories
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//
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//Ignore __attribute__ on non-gcc platforms
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#ifndef __GNUC__
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#ifndef __attribute__
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#define __attribute__(x)
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#endif
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#endif
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// surface geometry should not exceed these limits
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#define SHADER_MAX_VERTEXES 1000
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#define SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES)
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// the maximum size of game relative pathnames
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#define MAX_QPATH 64
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/*
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========================================================================
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QVM files
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========================================================================
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*/
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#define VM_MAGIC 0x12721444
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#define VM_MAGIC_VER2 0x12721445
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typedef struct {
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int vmMagic;
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int instructionCount;
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int codeOffset;
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int codeLength;
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int dataOffset;
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int dataLength;
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int litLength; // ( dataLength - litLength ) should be byteswapped on load
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int bssLength; // zero filled memory appended to datalength
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//!!! below here is VM_MAGIC_VER2 !!!
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int jtrgLength; // number of jump table targets
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} vmHeader_t;
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/*
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========================================================================
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.MD3 triangle model file format
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========================================================================
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*/
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#define MD3_IDENT (('3'<<24)+('P'<<16)+('D'<<8)+'I')
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#define MD3_VERSION 15
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// limits
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#define MD3_MAX_LODS 3
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#define MD3_MAX_TRIANGLES 8192 // per surface
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#define MD3_MAX_VERTS 4096 // per surface
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#define MD3_MAX_SHADERS 256 // per surface
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#define MD3_MAX_FRAMES 1024 // per model
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#define MD3_MAX_SURFACES 32 // per model
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#define MD3_MAX_TAGS 16 // per frame
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// vertex scales
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#define MD3_XYZ_SCALE (1.0/64)
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typedef struct md3Frame_s {
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vec3_t bounds[2];
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vec3_t localOrigin;
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float radius;
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char name[16];
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} md3Frame_t;
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typedef struct md3Tag_s {
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char name[MAX_QPATH]; // tag name
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vec3_t origin;
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vec3_t axis[3];
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} md3Tag_t;
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/*
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** md3Surface_t
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**
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** CHUNK SIZE
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** header sizeof( md3Surface_t )
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** shaders sizeof( md3Shader_t ) * numShaders
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** triangles[0] sizeof( md3Triangle_t ) * numTriangles
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** st sizeof( md3St_t ) * numVerts
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** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames
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*/
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typedef struct {
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int ident; //
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char name[MAX_QPATH]; // polyset name
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int flags;
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int numFrames; // all surfaces in a model should have the same
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int numShaders; // all surfaces in a model should have the same
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int numVerts;
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int numTriangles;
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int ofsTriangles;
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int ofsShaders; // offset from start of md3Surface_t
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int ofsSt; // texture coords are common for all frames
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int ofsXyzNormals; // numVerts * numFrames
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int ofsEnd; // next surface follows
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} md3Surface_t;
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typedef struct {
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char name[MAX_QPATH];
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int shaderIndex; // for in-game use
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} md3Shader_t;
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typedef struct {
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int indexes[3];
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} md3Triangle_t;
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typedef struct {
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float st[2];
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} md3St_t;
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typedef struct {
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short xyz[3];
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short normal;
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} md3XyzNormal_t;
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typedef struct {
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int ident;
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int version;
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char name[MAX_QPATH]; // model name
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int flags;
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int numFrames;
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int numTags;
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int numSurfaces;
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int numSkins;
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int ofsFrames; // offset for first frame
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int ofsTags; // numFrames * numTags
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int ofsSurfaces; // first surface, others follow
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int ofsEnd; // end of file
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} md3Header_t;
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/*
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==============================================================================
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MDR file format
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==============================================================================
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*/
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/*
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* Here are the definitions for Ravensoft's model format of md4. Raven stores their
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* playermodels in .mdr files, in some games, which are pretty much like the md4
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* format implemented by ID soft. It seems like ID's original md4 stuff is not used at all.
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* MDR is being used in EliteForce, JediKnight2 and Soldiers of Fortune2 (I think).
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* So this comes in handy for anyone who wants to make it possible to load player
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* models from these games.
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* This format has bone tags, which is similar to the thing you have in md3 I suppose.
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* Raven has released their version of md3view under GPL enabling me to add support
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* to this codebase. Thanks to Steven Howes aka Skinner for helping with example
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* source code.
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*
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* - Thilo Schulz (arny@ats.s.bawue.de)
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*/
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#define MDR_IDENT (('5'<<24)+('M'<<16)+('D'<<8)+'R')
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#define MDR_VERSION 2
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#define MDR_MAX_BONES 128
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typedef struct {
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int boneIndex; // these are indexes into the boneReferences,
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float boneWeight; // not the global per-frame bone list
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vec3_t offset;
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} mdrWeight_t;
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typedef struct {
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vec3_t normal;
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vec2_t texCoords;
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int numWeights;
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mdrWeight_t weights[1]; // variable sized
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} mdrVertex_t;
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typedef struct {
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int indexes[3];
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} mdrTriangle_t;
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typedef struct {
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int ident;
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char name[MAX_QPATH]; // polyset name
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char shader[MAX_QPATH];
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int shaderIndex; // for in-game use
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int ofsHeader; // this will be a negative number
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int numVerts;
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int ofsVerts;
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int numTriangles;
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int ofsTriangles;
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// Bone references are a set of ints representing all the bones
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// present in any vertex weights for this surface. This is
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// needed because a model may have surfaces that need to be
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// drawn at different sort times, and we don't want to have
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// to re-interpolate all the bones for each surface.
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int numBoneReferences;
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int ofsBoneReferences;
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int ofsEnd; // next surface follows
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} mdrSurface_t;
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typedef struct {
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float matrix[3][4];
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} mdrBone_t;
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typedef struct {
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vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
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vec3_t localOrigin; // midpoint of bounds, used for sphere cull
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float radius; // dist from localOrigin to corner
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char name[16];
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mdrBone_t bones[1]; // [numBones]
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} mdrFrame_t;
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typedef struct {
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unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple
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} mdrCompBone_t;
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typedef struct {
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vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
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vec3_t localOrigin; // midpoint of bounds, used for sphere cull
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float radius; // dist from localOrigin to corner
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mdrCompBone_t bones[1]; // [numBones]
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} mdrCompFrame_t;
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typedef struct {
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int numSurfaces;
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int ofsSurfaces; // first surface, others follow
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int ofsEnd; // next lod follows
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} mdrLOD_t;
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typedef struct {
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int boneIndex;
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char name[32];
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} mdrTag_t;
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typedef struct {
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int ident;
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int version;
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char name[MAX_QPATH]; // model name
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// frames and bones are shared by all levels of detail
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int numFrames;
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int numBones;
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int ofsFrames; // mdrFrame_t[numFrames]
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// each level of detail has completely separate sets of surfaces
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int numLODs;
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int ofsLODs;
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int numTags;
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int ofsTags;
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int ofsEnd; // end of file
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} mdrHeader_t;
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/*
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==============================================================================
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.BSP file format
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==============================================================================
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*/
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#define BSP_IDENT (('P'<<24)+('S'<<16)+('B'<<8)+'I')
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// little-endian "IBSP"
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#define BSP_VERSION 46
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// there shouldn't be any problem with increasing these values at the
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// expense of more memory allocation in the utilities
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#define MAX_MAP_MODELS 0x400
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#define MAX_MAP_BRUSHES 0x8000
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#define MAX_MAP_ENTITIES 0x800
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#define MAX_MAP_ENTSTRING 0x40000
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#define MAX_MAP_SHADERS 0x400
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#define MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
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#define MAX_MAP_FOGS 0x100
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#define MAX_MAP_PLANES 0x20000
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#define MAX_MAP_NODES 0x20000
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#define MAX_MAP_BRUSHSIDES 0x20000
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#define MAX_MAP_LEAFS 0x20000
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#define MAX_MAP_LEAFFACES 0x20000
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#define MAX_MAP_LEAFBRUSHES 0x40000
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#define MAX_MAP_PORTALS 0x20000
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#define MAX_MAP_LIGHTING 0x800000
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#define MAX_MAP_LIGHTGRID 0x800000
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#define MAX_MAP_VISIBILITY 0x200000
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#define MAX_MAP_DRAW_SURFS 0x20000
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#define MAX_MAP_DRAW_VERTS 0x80000
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#define MAX_MAP_DRAW_INDEXES 0x80000
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// key / value pair sizes in the entities lump
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#define MAX_KEY 32
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#define MAX_VALUE 1024
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// the editor uses these predefined yaw angles to orient entities up or down
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#define ANGLE_UP -1
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#define ANGLE_DOWN -2
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#define LIGHTMAP_WIDTH 128
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#define LIGHTMAP_HEIGHT 128
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#define MAX_WORLD_COORD ( 128*1024 )
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#define MIN_WORLD_COORD ( -128*1024 )
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#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
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//=============================================================================
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typedef struct {
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int fileofs, filelen;
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} lump_t;
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#define LUMP_ENTITIES 0
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#define LUMP_SHADERS 1
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#define LUMP_PLANES 2
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#define LUMP_NODES 3
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#define LUMP_LEAFS 4
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#define LUMP_LEAFSURFACES 5
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#define LUMP_LEAFBRUSHES 6
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#define LUMP_MODELS 7
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#define LUMP_BRUSHES 8
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#define LUMP_BRUSHSIDES 9
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#define LUMP_DRAWVERTS 10
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#define LUMP_DRAWINDEXES 11
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#define LUMP_FOGS 12
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#define LUMP_SURFACES 13
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#define LUMP_LIGHTMAPS 14
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#define LUMP_LIGHTGRID 15
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#define LUMP_VISIBILITY 16
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#define HEADER_LUMPS 17
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typedef struct {
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int ident;
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int version;
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lump_t lumps[HEADER_LUMPS];
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} dheader_t;
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typedef struct {
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float mins[3], maxs[3];
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int firstSurface, numSurfaces;
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int firstBrush, numBrushes;
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} dmodel_t;
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typedef struct {
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char shader[MAX_QPATH];
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int surfaceFlags;
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int contentFlags;
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} dshader_t;
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// planes x^1 is allways the opposite of plane x
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typedef struct {
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float normal[3];
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float dist;
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} dplane_t;
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typedef struct {
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int planeNum;
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int children[2]; // negative numbers are -(leafs+1), not nodes
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int mins[3]; // for frustom culling
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int maxs[3];
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} dnode_t;
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typedef struct {
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int cluster; // -1 = opaque cluster (do I still store these?)
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int area;
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int mins[3]; // for frustum culling
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int maxs[3];
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int firstLeafSurface;
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int numLeafSurfaces;
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int firstLeafBrush;
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int numLeafBrushes;
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} dleaf_t;
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typedef struct {
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int planeNum; // positive plane side faces out of the leaf
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int shaderNum;
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} dbrushside_t;
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typedef struct {
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int firstSide;
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int numSides;
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int shaderNum; // the shader that determines the contents flags
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} dbrush_t;
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typedef struct {
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char shader[MAX_QPATH];
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int brushNum;
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int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
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} dfog_t;
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typedef struct {
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vec3_t xyz;
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float st[2];
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float lightmap[2];
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vec3_t normal;
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byte color[4];
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} drawVert_t;
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#define drawVert_t_cleared(x) drawVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0, 0}}
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typedef enum {
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MST_BAD,
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MST_PLANAR,
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MST_PATCH,
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MST_TRIANGLE_SOUP,
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MST_FLARE
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} mapSurfaceType_t;
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typedef struct {
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int shaderNum;
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int fogNum;
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int surfaceType;
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int firstVert;
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int numVerts;
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int firstIndex;
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int numIndexes;
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int lightmapNum;
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int lightmapX, lightmapY;
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int lightmapWidth, lightmapHeight;
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vec3_t lightmapOrigin;
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vec3_t lightmapVecs[3]; // for patches, [0] and [1] are lodbounds
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int patchWidth;
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int patchHeight;
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} dsurface_t;
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#endif
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